Datacron Set 19

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New stat ranges are introduced for Datacron Set 19:

  • Tiers 1-2
  • Defense Penetration: 35% - 50%
  • Resistance Penetration: 35% - 50%
  • Critical Chance: 5% - 10%
  • Offense: 1% - 5%
  • Critical Damage: 5% - 10%
  • Potency: 15% - 35%
  • Tenacity: 6% - 12%
  • Tiers 4-5
  • Defense Penetration: 50% - 65%
  • Resistance Penetration: 50% - 65%
  • Critical Chance: 10% - 20%
  • Offense: 5% - 10%
  • Critical Damage: 10% - 15%
  • Potency: 35% - 50%
  • Tenacity: 12% - 20%
  • Tiers 7-8
  • Defense Penetration: 65% - 80%
  • Resistance Penetration: 65% - 80%
  • Critical Chance: 20% - 30%
  • Offense: 10% - 20%
  • Critical Damage: 15% - 25%
  • Potency: 50% - 75%
  • Tenacity: 20% - 30%

New Alignment abilities are detailed:

  • Dark Side
  • {0} allies start the battle with +25% Turn Meter.
  • Whenever {0} allies use a Basic ability, they gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns.
  • Whenever {0} allies are damaged by percent Health damage effects, they recover 2% Health.
  • Whenever {0} allies gain a buff, they recover 2% Health and Protection.
  • Whenever {0} allies start their turn with at least 2 buffs that can be dispelled, they gain 5% Offense (stacking) until the end of the encounter.
  • Light Side
  • Whenever {0} allies grant a buff to another ally, that other ally recovers 3% Health and Protection.
  • Whenever {0} allies critically hit enemies more than 4 times during their turn, they gain 5% Critical Damage (stacking) until the end of battle.
  • Whenever {0} allies resist a debuff they recover 2% Health and Protection.
  • Whenever {0} allies Stun or Daze an enemy, they recover 10% Health and Protection.
  • At the start of the encounter {0} allies gain 15% Max Health and Max Protection for each other {0} ally.

New Faction abilities are detailed:

  • Unaligned Force Users
  • Whenever {0} allies grant a buff to another ally, that ally gains 10% Turn Meter (limit once per turn per ally).
  • Whenever {0} allies start their turn with at least 2 debuffs that can be dispelled, they have a 65% chance to dispel all debuffs on themselves.
  • Whenever a {0} ally is critically hit, they gain 100% Critical Avoidance and 100% Critical Chance for 2 turns.
  • Whenever a {0} ally defeats an enemy, they take a bonus turn.
  • The first time each {0} ally falls below 50% Health, all {0} allies reduce their cooldowns by 1 and gain 10% Turn Meter.
  • Rebels
  • Whenever {0} allies critically hit an enemy during their turn, that ally gains 10% Offense (stacking) for 2 turns.
  • Whenever {0} allies use a Special Ability on their turn, they gain Riposte for 2 turns.
  • At the end of their turn, {0} allies gain Defense Penetration Up and Offense Up for 1 turn.
  • Whenever {0} allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
  • Whenever {0} allies are Stunned, gain 50% Turn Meter and recover 25% Health and Protection.
  • Imperial Trooper
  • The first time each {0} ally falls below 50% Health they gain Damage Immunity for 1 turn and gain Health Steal Up for 2 turns.
  • Whenever a {0} ally has full Health and Protection at the start of their turn, they deal +100% more Damage on their turn.
  • Whenever {0} allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
  • At the start of battle, {0} allies lose all Max Protection and gain that much Max Health. {0} allies gain Grit until the end of battle, which can't be copied, dispelled, or prevented. Grit: Takes reduced damage from percent Health damage effects.
  • At the start of their first turn, {0} allies gain Offense equal to 400% of their current Defense until the end of battle. Then they lose 50% Defense until the end of battle.
  • Tusken
  • Whenever a debuff on an enemy expires, {0} allies gain 2% Potency and Tenacity until the end of battle.
  • Whenever a {0} ally falls below 100% Health, they gain a bonus turn. Limit once per character per battle.
  • {0} allies start the battle with Damage Immunity for 2 turns (can't be copied).
  • The first time each {0} ally falls below 50% Health they gain Damage Immunity for 1 turn and gain Health Steal Up for 2 turns.
  • Whenever a {0} ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the enemy, which can't be resisted.

New Character abilities are detailed:

  • Galactic Legend Ahsoka Tano
  • At the start of battle, all Spectre allies gain Morai's Wisdom for 2 turns, which can't be copied, dispelled, or prevented. Whenever a Spectre ally with Morai's Wisdom uses a Special ability, Ahsoka Tano gains 3% Ultimate Charge.
  • Commander Ahsoka Tano
  • At the start of {0}'s turn, they have a 20% chance to gain 50% Defense Penetration for 1 turn.
  • Commander Luke Skywalker
  • Whenever {0} damages an enemy with a Special ability and the enemy doesn't have Armor Shred, inflict Armor Shred for the rest of battle. Whenever {0} uses a Basic ability and damages an enemy with Armor Shred, inflict Expose for 2 turns on that enemy, which can't be resisted, and {0} gains Protection Up (50%, stacking) for 2 turns.
  • Cal Kestis
  • {0} has +5% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 15%.
  • Padawan Sabine Wren
  • {0} gains 15% Turn Meter when other allies use a Special Ability on their turn.
  • Ahsoka Tano (Fulcrum)
  • Whenever an enemy takes a turn, {0} takes a bonus turn. During this bonus turn, {0} deals 100% more damage. This bonus turn can't trigger this effect on enemies.
  • Lando Calrissian
  • Whenever {0} critically hits an enemy, {0} gains 10% Critical Damage, Defense Penetration, and Offense (stacking, max 200%) until the end of battle.
  • C-3PO
  • {0} gains 15% Turn Meter when other allies use a Special Ability on their turn.
  • Han Solo
  • The first time {0} is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.
  • Captain Han Solo
  • At the start of {0}'s turn, dispel all debuffs on them. They recover 5% Health for each debuff dispelled this way.
  • Stormtrooper Han
  • {0} deals 5% more damage per Relic Amplifier level on all allies present at the start of battle.
  • Death Trooper
  • Whenever {0} deals damage to an enemy, remove 25% Turn Meter from that enemy.
  • Range Trooper
  • Whenever {0} critically hits an enemy, {0} gains 10% Critical Damage, Defense Penetration, and Offense (stacking, max 200%) until the end of battle.
  • Snowtrooper
  • Whenever {0} critically hits an enemy, {0} gains Damage Immunity for 1 turn, which can't be copied, 25% Turn Meter, and Blinds that enemy for 1 turn, which can't be evaded or resisted. If the enemy was Target Locked, {0} also gains Protection Up (100%) for 2 turns, Retribution, and Speed Up for 2 turns.
  • Admiral Piett
  • The first time {0} is defeated, if there is at least one other active ally, revive all other defeated allies and other allies recover +100% Health and Protection, gain 100% Turn Meter and 100% Offense (stacking) until the end of battle.
  • Magmatrooper
  • Whenever {0} uses a Basic ability, {0} gains Protection Up (50%, stacking) for 2 turns and 50% Turn Meter. Whenever {0} damages an enemy using a Special ability, inflict Fear for 1 turn on that enemy, which can't be resisted.
  • Tusken Chieftain
  • Whenever {0} uses a Basic Ability on their turn, other allies gain +25% Turn Meter.
  • Tusken Shaman
  • At the start of {0}'s turn, dispel all debuffs on them. They recover 5% Health for each debuff dispelled this way.
  • Tusken Raider
  • Whenever {0} evades an attack, they gain Critical Chance Up and Critical Damage Up for 2 turns and 50% Turn Meter.
  • Tusken Warrior
  • Whenever {0} is dealt damage, reflect 20% of the damage dealt back onto the attacker as True damage, which can't be evaded. This damage can't defeat enemies.
  • URoRRuR'R'R
  • {0} gains 15% Turn Meter when other allies use a Special Ability on their turn.